A reliable ninja who is prepared to spill his blood for love and justice. After fleeing from his home country of Ikaruga, he became a vigilante, biding his time until he could restore his country's honor. After learning of the existence of his former lord's son, he appears on the scene once again.

Bang is a rushdown character with lots of diffrent tools. His great mobility, nails and drives give him great options in neutral allowing him to force himself in to pressure. With Bumpers and FRKZ, Bang has hard to react and rewarding mixup, but when compared to other strong characters, Bang's oki is rather weak, making him depend upon reads on your opponents wakeup options.

Overall, Bang is easy to pick up, but if you want to become great with him, you are in for a harsh ride that will require good execution, reactions and a lot of creativity.

Bang's Drive is called "Burning Heart". Drive attacks will have an auto-guard period, in which the attack itself can block most incoming attacks. After blocking an attack, Bang will continue with the "D" attack and can perform "Secret Art: Bang's Shadowstep Jutsu" (or simply put, "Teleport"). Each "D" attack has different auto-guard attributes, and each button pressed (A/B/C) after an auto-guard will cause Bang to travel different distances. New in CF, Bang can now perform the "Secret Technique: Bang's Pulverizing Blast Jutsu" during auto-guard, by pressing D again, creating a big explosion that allows Bang to go for a damaging combo when hitting the opponent, or to simply disengage.

When any of the "D" attacks hits your opponent, an icon in the "Fu-Rin-Ka-Zan" Gauge will light up, gaining a 20% damage increase for that respected drive. If all seals are lit up, all drive moves gain an extra 25% damage increase and unlock his Distortion Drive: Hurricane Fury.

FuRinKaZan, previously a Distortion Drive, is now Bang's Overdrive. It offers similar properties as before where Bang loses the ability to block (however he still has the ability to Barrier Block) in exchange for very strong movement options. He gains a dash that goes in 8 ways which he can cancel into normals and specials for strong mixup and good combos. Both of Bang's fire punches now wall bounce both in corner and midscreen and his drives have almost as much hitstun as on counter hit. Generally used to close out a round, it isn't used very often in neutral due to its relative short period duration compared to previous iterations. Within blockstrings, the ability to special cancel most of Bang's normals make this very strong for mixup. Bang's Overdrive can be buffed further by gaining each different seals.

When Bang activates his overdrive below 35% HP, the old FRKZ super animation plays during the activation. Although this is simply cosmetic, any system timer (meter/barrier gain or cooldown) will still be active during the animation and any jump momentum done prior to OD activation will be canceled.

A move that is the staple of Bang himself, 5A is a good multipurpose tool capable of anti airing instant airdash approaches, pressuring opponents effectively due to being safe and having a plethora of cancel options as well as being jump cancellable, enabling some rather creative frame traps and being one of Bangs most frequently used combo starters, along with 5B, 2A, and j.A/j.B. It is also his fastest normal.

While in CF, 5A took a nerf, what with the removal of 5A > 2A, and now being -1, it is generally one of his best normals to use as you can get a lot of reward from it with very minimal risk, due to the way his routes work, and 5A being a generally useful normal.

This move is one of Bangs primary buttons for the neutral game due to it being a relatively low/mid risk poke with decent reward on hit, and also a good pressure tool due to being able to go into highs, and lows on top of being jump cancellable on block. While it is sometimes used as a situational anti air to stuff out instant airdash or very poor approaches, it is not as fast as 5A so it requires a bit of preemptive knowledge to use.

It can also combo into 5C on CH, allowing Bang to get consistent corner carry and consistent damage even on a crouching hit as a punish.

Bang's primary overhead that has a surprising amount of options for it. Able to special cancel, jump cancel, or chain into multiple normals makes this a really good mixup tool in Bangs arsenal. Combining 5C with 5D can lead into a massive amount of corner carry despite it forcing crouching on hit, due to 5D now launching on hit. Can also be used as a situational anti air... but its VERY situational.

5C also fatals on hit, which allows Bang to hit confirm into 6A or 6B and follow up without wasting any meter. 5C is also used as an effective meaty due to hits 8 active frames and fatal property. Overall, its a staple of Bangs High/Low mixup game.

A low hitting Karate Chop with slightly more range than 5A that can gatling into itself. Pretty much a standard low that can go into a lot of options. Since the hurtbox is rather small it can be used as a situational low profiling anti air or to beat 5As and other normals that whiff against crouching out.

The buffs it received for Central Fiction make it one frame faster, so it is now a suitable mash button, but it can no longer be chained into from 5A, reducing 2A's effectiveness as an option from 5A stagger, but overall 2A is still useful to tick grab with and for stagger pressure. That one frame allows Bang to do 6A>2A on block allowing him to contest characters with 5F 5As while beating out their 2As usually.

A situational neutral button due to Bang extending his range far in front of him, similar to a Ragna 5B, but is somewhat slow. Mainly used as combo filler in combos as well as filler in pressure. However, 2B does have a high/low option from it, going into a 6B for a high and 2C/3C for a low. Chaining into 6B leaves a gap that can be mashed, but chaining into 2C is a frametrap that punishes mashing.

2B can also be used as a very reliable meaty that can catch rolls and convert into extremely damaging pick ups if you set it up right. It can also cross under opponents, but generally leaves you at a disadvantage if you do, so it is situational.

A sweep at the legs that is also Bangs second low. Mainly used as a combo filler and to end pressure, since most of his options are really unsafe to perform, and generally, isn't a good idea to dash in after it is blocked, as the opponent will promptly punish you due to it being -6.

If you frame trap someone with it and net a counter hit, 2C becomes a really damaging starter due to it causing a hard knockdown on CH, allowing Bang to pick up with 2B, or cancel into a D Bumper set and 3C > Bumper dash for a lot of damage.

In FRKZ, it floats higher on hit, allowing Bang to chain into 6C for a firepunch or J.C Loops.

While Bang has a lot of options during his pressure and mixup game, 6A is his only button that can allow him to reset pressure, due to it being his only plus on block normal. 6A itself can lead into a lot of frame traps when combined with 5A, and can also tick grab into his command grab if he is close enough to his opponent.

Bang can go into a high/low mixup from 6A, from a high hitting 6B to a low hitting 2C, but they generally leave Bang less safe than just letting the 6A rock to maintain the +1. Also can be used to OTG grounded opponents by chaining into 6C for an aerial combo, this and the rather low recovery allows 6A to be a great normal to catch sleeper or rolls in the corner.

Bang's second more risky but faster overhead that allows for a high/low mixup with 2C.
Since you can't continue to combo after it unless you spend meter or get a counter hit you should use this overhead carefully and be unpredictable with it.

Since Bang raises his hurtbox you sometimes catch low hitting 2As with it, however using it as reliable high profile is extremely risky cause of the long startup.

Can be cancelled from 5C to create a double overhead mixup, as well as Rapid Cancelling it to go into a J.A/J.B instant overhead or airdash J.B to keep the pressure going on block.

Since 6C whiffs against crouching opponents, you can't afford using this normal in neutral or pressure, making it a pure combo tool.

However as combo tool, the launch on hit makes it Bang's strongest and best combo tool against a standing opponent.
Since you get will get punished when you whiff 6C make 100% sure the opponent is NOT CROUCHING before doing it.

Really good low hitting slide normal. Can be used to end combos against croucher or opponents that are too far away for 6C. After 3C Bang is in a good position to catch rolls or set up a meaty. The launch on hit and general better proration makes this normal a good combo extender with rapid cancel against croucher. Even tho it's a fatal counter normal you don't want to start your punishing combos with it, there are way more rewarding normals.

Using it without Rapid Cancel in pressure is not recommended since it's unsafe on block.

The lower hurtbox ,space coverd and fatal property make a pretty good yolo normal, that you can throw out after getting bursted away or to punish other fullscreen specials. If the normal gets blocked at longer ranges it becomes very hard to punish since Bang is mostly out of range of fast normals.

A simple jab that can be repeated indefinitely, Bang j.A is one of his most used moves in the air due to its speed, ability to cancel into options that allow him to convert off of it easily, and being a somewhat reliable anti air.

A trick Bangs do is to j.A immediately after an airdash or an air backdash because the entire length of j.A is much shorter than his dashes, allowing him to barrier quicker and avoid being hit by air unblockable anti airs.

j.B will be commonly used by many as a combo tool as well as to poke and confirm hits. It also has its uses after TK j.22a on the opponent’s wakeup. j.B may not lead to the highest damage of combos; however it is a decent starter, and very useful during neutral. You can challenge opponents air-to-air, and with how much space j.B covers, you can confirm into many options.

j.C is one of Bangs main combo filler tools as he can jump cancel it and then do an instant airdash immediately after, and can combo into j.D early in combos, making it very reliable in a scramble situation.

This move can also be used in neutral due to it making bangs hitbox weird enough for some moves to not hit him properly, as well as getting good damage and good reward on CH. One of Bangs most memorable combo staples in his game.

Mainly cause the hitbox of this normal only hits behind of Bang, it's mostly used as crossup.

Because the lacking hitbox on the front this normal is weak to cross under dashes or backdashes, so use it with care. It can also be subjected to getting grabbed or tagged whilst behind the opponent due to Bang's hurtbox extending before the actual move becomes active.

This air normal is mostly used as jumpin or to end your combos. It is also used during IAD j.C combos as hitting j.2C at a certain time can allow Bang to fall down and pick up with 5A as the opponent is being sent down, as well as throw a poison or explosive nail and still be able to combo after it.

In neutral it's also good to use it to hit an opponent below you, or send them straight down into the ground to keep them from jumping all over the place.

If correctly spaced it can be used as crossup. It's safer then j.4B, but since it's harder to set up, it's usually easier to react to, making it very situational and also tricky to land on small hurtboxes like Noel.

While 5D may look like a strong normal, it quite frankly does not reach high expectations for anti-air or punishing. 5D does not guardpoint Highs, only Mid and Lows. 5D has good guardpoint nearly at startup and can followup into Explosion immediately, leading to a combo, or leaving you safe on block. 5D into explosion is useful and is very reliable in that department.

5D is also a good followup from 5C, as it launches on hit, allowing Bang to followup with a decent corner carry confirm on a normal that normally forces crouching state, a position that Bang isn't strong against, however, 5D by itself is not a good starter due to its combo rating being changed from short to VERY SHORT, meaning Bang can only get a simple combo into J2C oki at best.

Launches opponent on hit, on CH it launches the opponent up really high.

During OD and with 2D seal, guards Highs/Mids/Lows and Unblockables

One of the more commonly used normal to followup into explosion due to it almost instantly activating if any attack is guardpointed. 2D has good guardpoint and covers both high and mid, but it does not cover lows. Aside from guardpoint frames and whatnot, 2D is one of the better Drives. It can lead to 4 seals midscreen and in the corner, with enough resources.

It is also Bang's only "real" anti-air, but due to it being guardpoint, its guardpoint starting as late as frame 7, and generally unreliable hitbox means that opponents can generally safely approach Bang and he is forced to use alternative means to anti-air an opponent.

2D regains its jump cancel on block back, allowing Bang to safely meaty an opponent on wakeup while also guardpointing any reversal due to its ridiculous amount of guard point frames while also jumping away from an unsafe situation should the attack get blocked. Also, like all of Bangs drives, is changed from a short starter to a VERY SHORT starter, meaning combos starting from drive normals are very limited.

Drive explosion followup is pretty slow, only starting up after he spins before the kick.

During OD and with 2D seal, guards Highs/Mids/Lows and Unblockables

6D is the only frame 1 guardpoint move Bang has. And startup to explosion is not very fast. In fact, you can get hit out of it so it is not very reliable. 6D guardpoint covers mid and lows. While the followup to explosion is not strong, you can teleport in front or behind the opponent quick enough to followup in a short combo. This is one of the closest to what you would use as a meterless reversal, but the drawbacks and risks with it are strong. You will be punished if 6D is blocked.

Bang scrunches up and guards before chopping down with a fiery karate chop.

Grants Ka (Third Seal) on hit.

Follows up into Drive Explosion somewhat quickly.

Able to cancel into Jumps/Specials if used right before landing.

Forces landing recovery if anything is cancelled from this normal, unless you haven't cancelled it yet and use the special/jump cancel when you land.

Guardpoints Highs/Mids/Lows from frames 4-12

Causes ground bounce into a soft knockdown on normal hit, causes a higher ground bounce and a hard knockdown on CH, while in FRKZ, it only causes the hard knockdown.

During OD and with 2D seal, guards Highs/Mids/Lows and Unblockables

A staple for many of Bangs standing/Air confirms, j.D allows Bang to send his opponent, no matter the height, down onto the floor where he can either follow up with a nail or another special to keep his air combos going. While it is mainly used after 6C due to it being the easiest place to chain into j.D, if done early enough, j.D can be combo'd into from j.C, allowing Bang to convert from even the weirdest angles in the air.

While the move isn't used that much in neutral, it is a decent wakeup tool to kill opponents meaty throws and gain at least 2 seals minimum from the confirm, as well as hitting overhead. A peculiar principle of j.D is that the normal forces you into landing recovery if you cancel from it with a special or a jump if used high enough from the ground, even if you use something with noticeably less recovery, j.D's landing recovery will override it, forcing you into around a 20-ish frame cooldown unless you Rapid Cancel.

When your D move autoguards an attack, pressing A, B, or C will have Bang teleport, then finish the attack.
Button pressed determines distance teleported, A being the shortest, C being the longest. Typically you will teleport behind the opponent. Learn to know which to use, or even to teleport at all, depending on the situation.

Bang explodes his clothes, flying high into the air as he magically redresses.

Fatal Counters.

Is a Short Starter

Is fully invincible from frames 1-40.

Insanely active, and really safe on block.

Can cancel into some actions on 43. Can cancel into some other actions on 56

Actual Startup depends on which drive it was followed up from.

Is a level 5 Projectile, so it can clash/beat out many other weaker projectiles.

Hits all around the explosion, ranging from behind, in front, above, and even below.

Bang is considered airborn during the attack, and retains his air options.

The Explosion followup to Bang's drive, it is one of his best moves to use defensively from most of his drives. The explosion itself is extremely active, causing it to catch opponents late into its active frames as Bang is recovering or clashing with many different projectiles, outright nullifying them in most cases. Not only that, the explosion itself fatals, meaning Bang can securely followup with a punishing combo that can set up for oki, but you can't get too crazy due to the explosion itself being a short starter.

Bang can cancel out of his recovery by airdashing or using a special, effectively making the explosion itself even safer if it is blocked. While it can be punished in very specific scenarios, the general usefulness, amazing hitbox and active frames, and the fact that it is safe on block means that drive explosion is a pretty good option to use.

While slightly worse as an air to air compared to other characters, it's slightly stronger to punish jumpcancels while your opponent pressures you, as well as a check to keep opponents grounded whenever they try to jump out of Bangs pressure.

Has extremly strong corner carry and decent damage, but it is not advised to airthrow against opponents in the corner, since you result throwing them out of it. His air commandthrow is a great alternative for that, since it keeps the opponent in the corner. Airthrow can also be a great tool if your back is in the corner, since it sideswaps yourself out of the corner, allowing Bang to convert into a damaging combo from a bad situation.

If you want to do an empty jump, you can use this before landing, to cover yourself against jumpouts.

Since Ashura is now super punishable on block, you might want to resolve to using counter assault more often to get opponents off you, however keep in mind that Bang really needs the meter to do good damage off crouching opponents and general 100% FRKZ combos, so use it with care.

Launches high up in the air on air hit, causes crumple on grounded hit.

Since it has low range, it's not really useful outside of the corner, however in the corner it becomes an okay option to catch your opponent off guard once in a while, just keep your opponents blocking habits in mind and watch out for Instant Barrier Block.

Has an extremly strong anti roll oki forcing people to usually quick tech

Works good in combination of D Setnail.

Instantly Halts Bangs momentum upon use.

Bang's command throw can't be teched, however if your opponent guesses right on the command throw you will get punished 100% of the time. A bit weak to barrier since you can't connect a tick throw unless you have some dash momentum. Also careful when using as meaty since wakeup OD usually makes it whiff and gives opponent enough time to land a strong starter.

The oki on the command throw leaves Bang in a good position to do 2A instantly and gives him a bluebeat when the opponent doesn't tech. This forces them to tech instantly making it extremly easy to do another meaty command throw or other mixup.

Works extremely well with the D Bumper in the corner, allowing for strong meterless combos.

Used as a preemptive anti air, an alternative to his normal air grab or even his J.A

Still keeps momentum upon use, making it useful for throw combos.

An aerial version of Bangs command grab that is as fast as both his j.A and his airgrab, making it an effective anti air or air to air neutral tool against an opponent.

In CF this throw got extremely buffed and is actually incredibly useful, since it gives Bang enough time to combo after it now, granting it decent reward midscreen and a huge reward in the corner combo wise, as well as scoring a knockdown combo. You can combo it into ashura to do an unburstable combo and on CH, it forces knockdown, allowing for different combos midscreen, but the routes from it are generally not as useful in the corner though.

Can special cancel into float or a different nail (including +D versions)

Causes poison damage on hit which ticks for a 100 damage per 60 and does not scale

Lasts 360 frames in total (600 damage)

Poison ends if Bang gets hit

Does not stack but resets its duration

Poison effect does not kill if the opponent has 1 HP

Useful in neutral and during combos

This is the key to Bang's overall damage for BBCF. It is necessary to learn how to use this tool properly to maximize Bang's performance during a round. This move got its P2, requires a microdashing 5A for midscreen combos and total poison nerfed (was 800) but got a buff where its poison effect ticks faster than before which makes it better for neutral game. It can be implemented in every IAD combo.

It is useful in mid to long range neutral game as it travels pretty far and can be used to get in due to its start up and able to conserve air momentum (nail glide) or used with B nail.

A+D Version

300*3

R

All

20

Until G

Until L+9

-

HBFPr

Consumes 3 nails

Ends air momentum

Same effect as its single version

Does an extra back jump and ends all of Bang's action until landing (Puts Bang in CH state during it)

Not very useful in terms of tool as it consumes 3 of Bang's 12 nails so it is rarely used. It travels slightly further than regular version and can be used to poke people who are close to death. If you do any +D versions (basically A+D, B+D or C+D), you cannot do anything, besides rapid if hit, until you land. If you get hit while falling, it is a guaranteed counter hit.

Note that each A+D version throws 3 nails simultaneously and throws them in a completely differently angle higher than D version (middle nail is more like A nail's trajectory).

B Version

300x2

RS*

All

9

Until G + rebound (26) 3

Total 21+9L

-

HBFPr

Consumes 1 nail

Travels in a medium angle

Conserves air momentum

Can special cancel into float or a different nail (including +D versions)

It will bounce(direction of bounce) if it hits either the opponent(backward), ground(forward) or wall(downward)

Once it bounces, the nail hitbox is gone and can bounce more than once.

After bounce, it will always detonate in 26(?).

Useful in neutral and during combos

The B nail got a buff where it regain its conserve momentum property from CS1 which has more applications in combos, neutral and okizeme, especially in the corner. Ending a corner combo with j.2C and then B nail will make your approach extremely strong and dangerous.

Used in close to mid neutral game and can be nail glided and combined with A nail. Note that several characters can duck under the explosion and still beat you out, when approaching recklessly.

B+D Version

(300x2)*3

R

All

20

Until G + rebound (26) 3

Until L+9

-

HBFPr

Consumes 3 nails

Ends air momentum

Same effect as its single version

Does an extra back jump and ends all of Bang's action until landing (Puts Bang in CH state during it)

Similar to A+D Version where it has not much uses and should be evaded.

Note that each B+D version throws 3 nails simultaneously and throws them in a completely differently angle but higher than A+D.

C Version

300

RS*

All

18

Until G

Until L+9

-

HBFPr

Consumes 1 nail

Travels in a low angle

Ends air momentum

Can special cancel into float or a different nail (including +D versions)

Sticks the opponent in place for 60 and less if they are blocking

Useful for baiting anti-airs and extending combos

This nail got an interesting buff where it does the web effect if the opponent block but the effect is short (around 1/3 or 1/2 of the effect). It is used to make your high jump-ins safe and can catch anti airs if spaced properly.

Combowise it's the Nr.1 Nail to build Seals and setup oki.

Its P2 got slightly better and is used to either get seals, setup, easy air to ground conversion or damage.

C+D Version

300*3

R

All

20

Until G

Until L+9

-

HBFPr

Consumes 3 nails

Ends air momentum

Same effect as its single version

Does an extra back jump and ends all of Bang's action until landing (Puts Bang in CH state during it)

Again, similar to A+D version but worst as the web nail effect degrades as it stacks and reduces the combo timer badly.

Note that each C+D version throws 3 nails simultaneously and throws them in a similar angle as D version.

D Version

300*3

RS*

All

9

Until Offscreen

Total 23

-

HBFPr

Consumes 3 nails

Travels in all 3 angles simultaneously

Partially conserves air momentum

Can special cancel into float or a different nail (including +D versions)

Useful for neutral game to get in or out

Can bounce on the floor so it covers a lot of space

D Nails are used to give yourself space to get in or out. It is stronger due to the combo timer for short being more manageable so you can add an IAD bit with A nail which adds a bit more damage.

It is used almost anywhere in neutral as it covers many angle and bounces off the floor increasing the time they stay on the screen. Due to it costing 1/4 of your nails, you should use them with care. Since it partially conserve your momentum, it can also make your IAD approach safer or reset pressure when you do tk float into D nails.

Consumes 1 nail when umbrella is pulled out and 1 nail per 30(?) frames as it rains

It rains for 120(?) which makes the total cost for umbrella is 4 nails (The first nail it consumes is also used for the first interval of the rain)

Bang summons an umbrella at a fixed height that slowly tracks the opponent's position as it rains down 60 nails at an interval of 2 frames

Bang will throw the umbrella at a distance that is close to himself to 3/4 of the screen and it will stop directly on top of the opponent if they are between those distances.

The umbrella can be stopped if it is hit, Bang gets hit or combos into command grab, distortions or astral

Umbrella got buffed again as it now tracks the opponent and can be special canceled. It still has a slow start up but it can be used to setup command grab super traps if done correctly. Also, should be noted if the opponent is beyond 3/4 of the screen, Bang will throw the umbrella at 3/4 of the screen and then it will keep tracking them past that.

Can be done twice in the air if none of Bang's air mobility options have been used (does not count initial jump cost)

Uses Bang's double jump and first air dash option for the the first float and his second air dash for the second float

Conserves air momentum except downwards (will cancel it instead)

Passes through your opponent

Very strong neutral, mix-up and combo tool

While floating, you are in a counter hit state

Bang's float is a very strong tool in general and got buffed as it does not consume all your remaining air options.

As a neutral tool, it can be cancel from any Bang-style Shuriken (except +D versions) which can be useful to spam the same nail type. It can be used to bait anti airs as it stops your falling momentum and with combination with C nail, it can be used to punish them.

For mix-up, it is used to repeat the same or different air move as it keeps your height on initial use, so for example j.2C > j.22A > j.2C can be done as a double overhead jumpin mixup. It could also be tked from a jump cancelable move to add another layer of mix up options like overheads with j.B, cross up if you let the float last longer and reset your mix-up options if you use D nails.

It is used during combos due to its ability to keep Bang on the same height which opens up new combo path with either 6C or j.C.

It should be noted that during OD, FRKZ dashes can't be canceled from float. You need to press either A, B or C to dash after a float.

Upon touching a Setnail with your hurtbox Bang can perform a Nail Dash

When you hit your opponent with anything and are near a bumper, you can cancel it into a Nail Dash

Only Action that can not be Nail Dash Cancel'd is Bang's EA.

Disappears after 3 uses

A,B,C versions need to be touched in the air

D version can be touched from air and ground

While losing its ability in neutral to mimic a more controllable FRKZ, Setnails became an extremly strong tool for okizeme and damage.

The D version is the go-to version since it allows Bang to pressure safe with in the corner and maximize damage from everyhit. It's especially great for 6B,3C and 623C since the Nail Dash Cancel acts like a substitute for rapid cancel allowing you to safe heat. During overdrive combos the D version is set after a 6D to super twice in that combo.

While the other versions are less used, they also have good mixup and combo options. They are also way easier to control, compared to the D Setnail.

Air

-

-

-

-

-

33 total

-

-

See Above

All Versions need to be touched in the air

Air Version will never place a Setnail near the ground

While A,B,C act almost like their ground counterparts, the D Version places the bumper directly under Bang allowing him to instantly use it.

The D Version is great for getting your opponent offguard in neutral and as okizeme from a j.2C ender.

The FRKZ dashes is what makes Bang's overdrive, Bang gains damage and insane mixup. Always check your Fu and Rin seals during overdrive activation so you know what you have to work with.

Using the dashes during pressure allows Bang to easily create extremely hard to block mixups, the key is to be creative with your approaches like doing 2B>9dash>j.2C>4dash>j.2C. Keep in mind that strings like these are vulnerable to reversals.

While the dash is powerful it's also is hard to control, so try not to get into neutral during overdrive, since opponents will mostly get high in the air and press a lot of buttons making it really hard for you to get in without getting hit and even if you somehow manage to hit them it's really hard to confirm into a proper combo.

When you have the 6D(Rin) seal overdrive can be used to beat out several strings from characters that use projectiles to pressure you.

Great super that can be used to add more damage or for fullscreen corner carry during combos.

It's greater range then Ashura makes it a decent reversals, however the longer startup might be too slow to punish the opponent for every normal. Only use it if you think your opponent will do something that doesn't recover in time.

Because the super has a lot of invul frames it can also be used to easily beat your opponent's Exceed Accel out.

Bang stops before disappearing, reappearing behind his opponent to lay down a series of flashy attacks.

Invuln only lasts until after the superflash, where Bang is right next to the opponent, almost inside of them.

Overdrive version does significantly more damage, as well as leaving Bang a farther distance from the opponent than the normal version.

Does 15% minimum damage. Last two hits in Overdrive do 100% Minimum Damage

Can only be used once Bang obtains all 4 seals from his drive.

Bang's command grab super that he gets after he obtains all 4 seals from his drive. He automatically tracks the opponents location and after the superflash, warps directly to where they were during the superflash and proceeds to grab them. Since this move always crosses up the opponent, it can sometimes cause the opponent to attack the wrong way, giving Bang a free chance to grab them.

It is very useful in neutral for when the opponent commits pretty hard to a button, Bang can immediately grab them and turn the situation into his favor. However, the move has a few shortcomings, as when Bang tries to use it when the opponent is grounded and/or not doing anything during the superflash, when Bang teleports behind them, they can simply jump out and punish Bang with a jump in, or by simply Overdriving through him and land an incredibly painful punish on him.

While opponents have even more limited options against the super in the air, since they cannot double jump out of it, it is still advised to use it with caution because an opponent can simply Overdrive through it, or if they have one, invuln through the grab and retaliate with a DP or a distortion drive, just like with the ground version.

Can be used for a few tech traps as well as a sort of reversal, but Bang has better tools for those situations. It is a rather decent tool against Zoners once Bang achieves his seals.

Startup is shorter if cancelled into from Overdrive activation or from a Normal.

Despite its short range, it moves Bang forward, giving it slightly more range.

Puts Bang in Active Flow if he hasn't been in it yet.

On startup, Bang performs a palm thrust (that is actually his throw reject animation) on his opponent. If it hits, Bang then throws out a barrage of ninja tools at his opponent before finishing off by tossing a couple of bombs onto the hapless victim while going into his taunt animation. Active Flow version makes Bang throw out even more stuff, including 4 bombs at the end instead of 2. Puts Bang in active flow if he hasn't been in it already. Has full invuln and is safe on block, but it has no minimum damage and cannot be rapid cancelled on hit/block.

Despite being another universal reversal that Bang can use, the knockdown from the attack leaves much to be desired. It leaves him slightly negative and a character length away, which means the opponent can roll away from him before he can perform actions again, leaving him with almost no oki from it. However, in the corner, it is slightly more useful seeing as the opponent can only roll forward or tech instantly otherwise they would be picked up with a perfectly spaced 2B into a damaging corner combo. Despite some of its shortcomings, Exceed Accel is one of Bangs most reliable ways to get out of pressure, seeing as even if it whiffs, he still has a third of his burst charged up rather than none if he just bursts.

Extremly satisfying Astral. Can be combo'd into from 5D airborne hit in the corner or throws reliably. However, the True Bang Way is landing this astral raw either as a wakeup reversal or tricking your opponent to press a button into it. It has a guardpoint all the way until the end of the active frames, so it can be used to stop attacks or just be a GOD!

Impresses people at your locals and gatherings and makes you look like a Hero fighting against ANY EVIL!!